Al-Qadim Adventures: Invocations of the Kahin Part 2

Last week I proposed four new cantrips to help flesh out the kahin in Al-Qadim. The purpose was to firmly establish some strong thematic elements for the kahin. As before, these are meant to be mystical secrets of the universe they are unlocking, or perhaps they are methods for greater understanding of the cosmos. Any way you slice it, the kahin is drawing upon the most basic of building blocks to begin assembling a larger view of things. Unlike the genie spells, the kahin isn’t necessarily drawing more of a being into the world of becoming more indebted to any particular creature. The kahin is using the teachings of people, objects, or places in order to shape their own interpretation of the universe. In order to allow this understanding to come to pass, the kahin must alter themselves to allow the knowledge to flood through them. In a fundamental way, this is the polar opposite of those who would call upon the genies, which is a theme bearing some merit within the setting.

The next breath of Sham’ahlone you cast before the end of your turn deals an additional 2d4 poison damage, or 2d8 poison damage against an already poisoned target, and causes the target to become poisoned if the Constitution saving throw is failed, and your attacks against the creature have advantage while it is poisoned. If the target succeeds on the Constitution saving throw, it suffers half damage and is not poisoned. The creature may make a Constitution saving throw with advantage at the end of each of its turns to remove the poisoned condition.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature with breath of Sham’ahlone.

The next hand of Esh’riak you cast before the end of your turn deals an additional 3d6 radiant damage and forces the target to make an Intelligence saving throw. If the target fails the saving throw, it is blinded and attacks against the creature deal an additional 1d4 radiant damage until the end of your next turn. If the target succeeds on the saving throw, it suffers half damage, is not blinded, and attacks do not gain additional damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d6 radiant damage for each slot level above 1st.

The next piercing breath of Ha’Rabar you cast before the end of your turn deals an additional 2d8 necrotic damage, and inflicts an additional level of exhaustion on the target. If the target succeeds on the Constitution saving throw, it suffers half damage and is not exhausted. The creature may make a Constitution saving throw to shed this additional level of exhaustion at the end of each of its turns.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature with piercing breath of Ha’Rabar.

The next whispers of Janu’bonal you cast deals an additional 1d4 psychic damage, allowing you to reduce the same amount of damage, and causes the target to become unnerved and suffer from painful visions. If the target fails the Charisma saving throw, it deals 1d4 less damage and takes as much psychic damage as is reduced whenever it makes a successful attack. The creature may make a Charisma saving throw at the end of each of its turn to end this effect. A creature immune to the charmed condition is immune to this spell.

At higher levels. When you cast this spell using a spell slot 2nd level of or higher, the damage increases by 1d4 for every two slot levels above the 1st.